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Fix Javadoc
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3 changed files with 8 additions and 8 deletions
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@ -92,7 +92,7 @@ public final class OfflineLicenseHelper<T extends ExoMediaCrypto> {
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* @throws UnsupportedDrmException If the Widevine DRM scheme is unsupported or cannot be
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* @throws UnsupportedDrmException If the Widevine DRM scheme is unsupported or cannot be
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* instantiated.
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* instantiated.
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* @see DefaultDrmSessionManager#DefaultDrmSessionManager(java.util.UUID, ExoMediaDrm,
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* @see DefaultDrmSessionManager#DefaultDrmSessionManager(java.util.UUID, ExoMediaDrm,
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* MediaDrmCallback, HashMap, Handler, DefaultDrmSessionEventListener)
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* MediaDrmCallback, HashMap)
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*/
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*/
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public static OfflineLicenseHelper<FrameworkMediaCrypto> newWidevineInstance(
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public static OfflineLicenseHelper<FrameworkMediaCrypto> newWidevineInstance(
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String defaultLicenseUrl,
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String defaultLicenseUrl,
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@ -115,7 +115,7 @@ public final class OfflineLicenseHelper<T extends ExoMediaCrypto> {
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* @param optionalKeyRequestParameters An optional map of parameters to pass as the last argument
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* @param optionalKeyRequestParameters An optional map of parameters to pass as the last argument
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* to {@link MediaDrm#getKeyRequest(byte[], byte[], String, int, HashMap)}. May be null.
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* to {@link MediaDrm#getKeyRequest(byte[], byte[], String, int, HashMap)}. May be null.
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* @see DefaultDrmSessionManager#DefaultDrmSessionManager(java.util.UUID, ExoMediaDrm,
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* @see DefaultDrmSessionManager#DefaultDrmSessionManager(java.util.UUID, ExoMediaDrm,
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* MediaDrmCallback, HashMap, Handler, DefaultDrmSessionEventListener)
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* MediaDrmCallback, HashMap)
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*/
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*/
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public OfflineLicenseHelper(
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public OfflineLicenseHelper(
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UUID uuid,
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UUID uuid,
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@ -51,7 +51,7 @@ public final class GlUtil {
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}
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}
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/**
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/**
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* Builds a GL shader program from vertex & fragment shader code.
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* Builds a GL shader program from vertex and fragment shader code.
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*
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*
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* @param vertexCode GLES20 vertex shader program as arrays of strings. Strings are joined by
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* @param vertexCode GLES20 vertex shader program as arrays of strings. Strings are joined by
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* adding a new line character in between each of them.
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* adding a new line character in between each of them.
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@ -64,7 +64,7 @@ public final class GlUtil {
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}
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}
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/**
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/**
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* Builds a GL shader program from vertex & fragment shader code.
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* Builds a GL shader program from vertex and fragment shader code.
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*
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*
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* @param vertexCode GLES20 vertex shader program.
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* @param vertexCode GLES20 vertex shader program.
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* @param fragmentCode GLES20 fragment shader program.
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* @param fragmentCode GLES20 fragment shader program.
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@ -72,7 +72,7 @@ public final class CanvasRenderer {
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"}"
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"}"
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};
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};
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// The quad has 2 triangles built from 4 total vertices. Each vertex has 3 position & 2 texture
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// The quad has 2 triangles built from 4 total vertices. Each vertex has 3 position and 2 texture
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// coordinates.
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// coordinates.
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private static final int POSITION_COORDS_PER_VERTEX = 3;
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private static final int POSITION_COORDS_PER_VERTEX = 3;
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private static final int TEXTURE_COORDS_PER_VERTEX = 2;
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private static final int TEXTURE_COORDS_PER_VERTEX = 2;
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@ -253,8 +253,8 @@ public final class CanvasRenderer {
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* Translates an orientation into pixel coordinates on the canvas.
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* Translates an orientation into pixel coordinates on the canvas.
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*
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*
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* <p>This is a minimal hit detection system that works for this quad because it has no model
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* <p>This is a minimal hit detection system that works for this quad because it has no model
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* matrix. All the math is based on the fact that its size & distance are hard-coded into this
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* matrix. All the math is based on the fact that its size and distance are hard-coded into this
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* class. For a more complex 3D mesh, a general bounding box & ray collision system would be
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* class. For a more complex 3D mesh, a general bounding box and ray collision system would be
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* required.
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* required.
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*
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*
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* @param yaw Yaw of the orientation in radians.
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* @param yaw Yaw of the orientation in radians.
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@ -287,7 +287,7 @@ public final class CanvasRenderer {
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return null;
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return null;
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}
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}
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// Convert from the polar coordinates of the controller to the rectangular coordinates of the
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// Convert from the polar coordinates of the controller to the rectangular coordinates of the
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// View. Note the negative yaw & pitch used to generate Android-compliant x & y coordinates.
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// View. Note the negative yaw and pitch used to generate Android-compliant x and y coordinates.
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float clickXPixel = (float) (widthPixel - clickXUnit * widthPixel / widthUnit);
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float clickXPixel = (float) (widthPixel - clickXUnit * widthPixel / widthUnit);
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float clickYPixel = (float) (heightPixel - clickYUnit * heightPixel / heightUnit);
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float clickYPixel = (float) (heightPixel - clickYUnit * heightPixel / heightUnit);
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return new PointF(clickXPixel, clickYPixel);
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return new PointF(clickXPixel, clickYPixel);
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